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This is a place where you can discuss about anything relating to the Godot game engine. Feel free to ask questions, post tutorials, show off your godot game, etc.

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Wormhole

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founded 2 years ago
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Learn how to enhance your game’s graphics with impressive visual effects!

This book provides a detailed guide on creating 30 spectacular shaders in Godot 4, including thorough explanations of their algorithms and parameter settings. Each example comes with complete source code that you can use in your projects without restrictions.

So, how can you get it?

Please visit Shaders in Godot 4: Add stunning visual effects to your games for more information and a free sample (50 pages out of 310).

Thank you for reading this. Good luck with your games. 😎

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I'd like to create an effect similar to 2 death animations that exist in Crash Bandicoot 3.

In one of them, Crash is disintegrated: all the triangle faces get separated and fly apart. A similar triangle separation is seen when he dies from fire, the triangles fall separately.

The second is a simple separation of the legs and torso. One enemy that exists in the 1st stage can cut Crash in half, which will cause the torso to stay in place while the legs walk away.

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submitted 6 months ago* (last edited 6 months ago) by [email protected] to c/[email protected]
 
 

I am coming from a Unity background and there I just had a component of some custom class in the scene which I could then easily get by calling FindInScene<CustomComponent> or something like that. Not in Godot this doesn't work, because I didn't find a way to get the actual class of an attached script. I always just get GDScript as the class name even though I did specify a custom one.

The information I want to save are things like: where to spawn players, how many laps will this race have, maybe save references to the spawned players, etc.

So how would I save this "meta" information to get by another script in Godot?

EDIT: here is an example: I have a main scene which can load different levels. When loading a level I need to get some information about that level, like: the available spawn points. Inside each level I have a node with a script attached to it that defined class_name LevelMeta and holds the meta information that I need when loading the level. How do I detect this script and the associated meta information?

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When animating my character in blender, I get somewhat smooth animations. I also made sure to use that cycles modifier so that it always knows how to interpolate the transform values

But when importing this model with the animations reguardless of the file type (.blend or .gltf / .glb) the animations don't loop very well

Does someone know how to fix this?

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Hi everyone! Recently, I returned to the algorithm we used for generating the lightning effect and tried to apply it in a slightly different way. Essentially, it involves decomposing the texture into individual color components - red, green, and blue - and shifting them according to a pseudo-chaotic value. I think I've seen something similar in a few games, and maybe such an effect will be useful for your project too. So let's get to it.

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Sorry for the small delay on this, was competing in a gamedev competition which took up most of my weekend

The way I instantly make the variables is using tip #1 I posted https://programming.dev/post/17169923

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I have been looking for a 2D reflective water shader for some time and was delighted to see that this tutorial was posted on YouTube to create just that:

https://www.youtube.com/watch?v=wPr5PvSgxFo

I've had a go at implementing it and have got the reflective water rendering. It's very "Kingdom: Two Crowns" like when spread across the full width of the scene.

However, as you can see from the image above, I've drawn a pond (as a separate Sprite2D) and I've applied the water shader to the pond. It's done that, but draws the water as a rectangle.

Is there a way to apply this shader to the Sprite2D, but conform to the actual sprite (only the light blue), rather than as a rectangle?

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Hello) Haven't seen nice videos exploring hierarchical state machines, so I decided to share my tutorial here. In the video I break down one of Dark Souls III bosses and then use Godot to recreate it.

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Originally posted by [email protected] and posted here with permission from them

https://mstdn.games/@doomski/112820238014617819

Reposted video in case your frontend doesn't show the other one

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Hey, just wondering if anyone had any particular recommendations for specific channels they especially liked?

I've recently been watching some Inkscape tutorials by the channel Logos by Nick and I really like his presentation style. Instead of going into detail about how to do something in particular he'll just make something and on the way you're introduced to multiple features and techniques you didn't even know existed. Very useful especially if you aren't familiar with the software at all ( me )

So if you know of anyone like that for Godot, or any channels that you particularly like, or any particular videos, please post them, I'd be interested in having a look.

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Hi everybody! This time I would like to try something really simple. It is one of the simplest fractals that you have probably seen before, and it is called the Sierpiński triangle. This code can demonstrate simple transformations and also model the resulting effect by removing pixels in each iteration. So let's get started.

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Going to start doing some daily Godot tips, both to force me to look for cool things the editor does so I can use it myself and to help out anyone else

Also posting these on my account on https://bytes.programming.dev

If youve got any tips I can put for a future day feel free to give me it and I can queue it up if I havent already

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  • Kolokol
  • JumpMap
  • Bosca Ceoil
  • Bloodthief
  • Yarn Guardians
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Exactly what the title says. It's under MIT lisence and currently being approved by the moderators of the AssetLib. The project is currently very simple and contributions are very welcome! image of the tool window

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